摘要: is likely that we can bridge the generation gap. 解析:此为that引导的主语从句.that从句作主语时.常用it作形式主语.It is likely that...很有可能--. 答案:It

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B
  China is likely to surpass the U.S. to become world’s largest online game market this year, according to a recent report by market research firm iResearch. China’s online game market generated revenue(总收入) of 20.8 billion yuan($3.04 billion) in 2008, up 52.2% over the previous year. Over 80% of the revenue came from big, multiplayer online games, with the rest generated from Web games and mobile games.
  The overall market is expected to keep growing at an average annual rate of 20% in the coming five years. And iResearch forecasts that the Chinese online market will be worth more than 68 billion yuan by 2012, which will account for almost half of the global market by then. At present, U.S., China and Korea are the world’s top three largest online game markets, making up about 29%, 27% and 21% respectively of the global online game market, according to the report.
  U.S. game companies derive a major part of their revenue from sales of games overseas. South Korea’s online game industry generates half of its revenue from games in its home market. In China, however, most of the money comes directly from its own game players. Negatively influenced by the global economic downturn, both the U.S. and Korea markets will see a drop in game exporting, iResearch estimates.
  In China, the enormous base and fast growing of online gamers will further boost China’s online game industry, said the report. China is currently home to 55.5 million online game players, according to the latest stats by the China Internet Network Information Center(CNNIC). In its report, iResearch found that figures for gamers under 18 and above 40 grew at their fastest rate yet last year, though it didn’t disclose specifics.
55.The second and third paragraphs show that ________.
A.The global online game market will be worth more than 136 billion yuan in 2012.
B.China’s online game market increased by 20% in 2008.
C.China’s online game market will become 60% less in 2009.
D.US, China and Korea together account for 90% of the global online game market.
56.China’s online game industry is different from that of the US and Korea because it’s ________.
A.made up of online, Web and mobile games
B.easily affected by the global economy
C.mainly based upon its home market
D.among the three largest online game markets
57.Which of the following things is mentioned as a factor in the rapid development of China’s online game industry?
A.The rapid growth of online gamers in China.
B.A drop in game imports to China.
C.The global economic downturn.
D.The development of technology in China.
58.According to the last paragraph, which of the following is TRUE?
A.CNNC and iResearch worked together on the report.
B.Gamers under 18 were one of the age groups which grew the fastest last year.
C.At present there are 55.5 million online game providers in China.
D.The statements of CNNC and iResearch are contradictory.

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阅读下面短文,掌握其大意,然后从各题所给的四个选项(A、B、C和D)中,选出最佳选项。

  It is well that young men should begin at the beginning and occupy the least important positions.  1   of the leading businessmen of Pittsburgh had a serious responsibility placed upon them at the very   2   of their career.They were   3   to the broom(扫帚), spending the first hours of their business lives   4   the office.

  And here is the basic   5   of success, the great secret:  6   your energy, thought, and capital(资本)wholly on the business in which you are   7  .Having begun in one line, determine to fight it out on that   8  , to lead in it, adopt every   9  , have the best machinery, and know the most about it.

  The companies which fail are those which have   10   their capital, which means that they have scattered their brains   11  .They have investments in this, or that, or   12  , here, there, and everywhere.“Don't put all your eggs in one basket” is all   13   , I tell you.“Put all your eggs in one basket, and then   14   that basket”.Look round you and take   15  ; men who do that do not often fail.It is easy to watch and carry the one basket.It is trying to carry too many baskets   16   breaks most eggs in this country.He who   17   three baskets must put one on his   18  , which is likely to fall down.One   19   of the American businessman is lack of concentration.

  Remember:put all your eggs in one basket, and watch that basket.  20   Emerson says, "no one can cheat you out of final success but yourselves."

(1)

[  ]

A.

None

B.

Few

C.

All

D.

Many

(2)

[  ]

A.

beginning

B.

end

C.

point

D.

promotion

(3)

[  ]

A.

ordered

B.

promoted

C.

introduced

D.

stated

(4)

[  ]

A.

sweeping out

B.

taking out

C.

bringing out

D.

picking out

(5)

[  ]

A.

inspiration

B.

condition

C.

plan

D.

case

(6)

[  ]

A.

concentrate

B.

devote

C.

apply

D.

bury

(7)

[  ]

A.

charged

B.

engaged

C.

prepared

D.

done

(8)

[  ]

A.

position

B.

career

C.

row

D.

line

(9)

[  ]

A.

improvement

B.

chance

C.

learning

D.

rise

(10)

[  ]

A.

gathered

B.

forbidden

C.

got

D.

scattered

(11)

[  ]

A.

also

B.

either

C.

neither

D.

yet

(12)

[  ]

A.

one

B.

the other

C.

others

D.

the others

(13)

[  ]

A.

apparent

B.

clear

C.

wrong

D.

perfect

(14)

[  ]

A.

notice

B.

observe

C.

stare

D.

watch

(15)

[  ]

A.

notice

B.

comment

C.

interest

D.

concentration

(16)

[  ]

A.

what

B.

that

C.

whoever

D.

whichever

(17)

[  ]

A.

brings

B.

takes

C.

carries

D.

owns

(18)

[  ]

A.

mind

B.

brain

C.

head

D.

hand

(19)

[  ]

A.

fault

B.

advantage

C.

pattern

D.

model

(20)

[  ]

A.

When

B.

While

C.

Which

D.

As

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B

  China is likely to surpass the U.S. to become world’s largest online game market this year, according to a recent report by market research firm iResearch. China’s online game market generated revenue(总收入) of 20.8 billion yuan($3.04 billion) in 2008, up 52.2% over the previous year. Over 80% of the revenue came from big, multiplayer online games, with the rest generated from Web games and mobile games.

  The overall market is expected to keep growing at an average annual rate of 20% in the coming five years. And iResearch forecasts that the Chinese online market will be worth more than 68 billion yuan by 2012, which will account for almost half of the global market by then. At present, U.S., China and Korea are the world’s top three largest online game markets, making up about 29%, 27% and 21% respectively of the global online game market, according to the report.

  U.S. game companies derive a major part of their revenue from sales of games overseas. South Korea’s online game industry generates half of its revenue from games in its home market. In China, however, most of the money comes directly from its own game players. Negatively influenced by the global economic downturn, both the U.S. and Korea markets will see a drop in game exporting, iResearch estimates.

  In China, the enormous base and fast growing of online gamers will further boost China’s online game industry, said the report. China is currently home to 55.5 million online game players, according to the latest stats by the China Internet Network Information Center(CNNIC). In its report, iResearch found that figures for gamers under 18 and above 40 grew at their fastest rate yet last year, though it didn’t disclose specifics.

55.The second and third paragraphs show that ________.

A.The global online game market will be worth more than 136 billion yuan in 2012.

B.China’s online game market increased by 20% in 2008.

C.China’s online game market will become 60% less in 2009.

D.US, China and Korea together account for 90% of the global online game market.

56.China’s online game industry is different from that of the US and Korea because it’s ________.

A.made up of online, Web and mobile games

B.easily affected by the global economy

C.mainly based upon its home market

D.among the three largest online game markets

57.Which of the following things is mentioned as a factor in the rapid development of China’s online game industry?

A.The rapid growth of online gamers in China.

B.A drop in game imports to China.

C.The global economic downturn.

D.The development of technology in China.

58.According to the last paragraph, which of the following is TRUE?

A.CNNC and iResearch worked together on the report.

B.Gamers under 18 were one of the age groups which grew the fastest last year.

C.At present there are 55.5 million online game providers in China.

D.The statements of CNNC and iResearch are contradictory.

 

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